The first (Honestly by far the most annoying issue with the audio for me.) problem with the audio is the BGM resetting after a random encounter, rather than continuing from where it left off.

For example, lets say I'm running around the overworld. The overworld theme music keeps playing until about 0:25 into the track when I get into a random encounter. Now, in the PS1 version of the game, after I would finish the random encounter and return to the overworld, the overworld theme music would continue playing from where it left off at 0:25.

However, in the PC version, the overworld theme music resets back to 0:00 and continues playing like normal from there.

The second issue is with the audio not properly fading in and out when an audio track switches to another one. This issue isn't that big of a deal, at least for me, but it would still be nice to get it fixed.

If anyone, dclem or otherwise, could at least fix the first issue, as well as combine all of these fixes into one patch, that would fix the PC port for me and make it the definitive version!

This has already been fixed. Its somewhere in the alternate fantasy thread on steam, but I can't find it for the life of me right now.You have to use the tool UnityEx and import the new SoundEffectMetadata.txt.txt into the original resources.assets file to fix missing death sfxs.

The first (Honestly by far the most annoying issue with the audio for me.) problem with the audio is the BGM resetting after a random encounter, rather than continuing from where it left off.

For example, lets say I'm running around the overworld. The overworld theme music keeps playing until about 0:25 into the track when I get into a random encounter. Now, in the PS1 version of the game, after I would finish the random encounter and return to the overworld, the overworld theme music would continue playing from where it left off at 0:25.

However, in the PC version, the overworld theme music resets back to 0:00 and continues playing like normal from there.

The second issue is with the audio not properly fading in and out when an audio track switches to another one. This issue isn't that big of a deal, at least for me, but it would still be nice to get it fixed.

This is still a gray area; I don't know where this function is located.

My progress with the psx sfxs are about 70%, there's thousands of sfxs to go through, so its been slower than I thought it be.

When this mod is finished, you'll simply need to replace the p0data62.bin and p0data63.bin files.

Not the p0data61.bin unless you're using the mod, this files carries all music tracks, which some have been replaced to fit the new audio triggers from that mod.

No, there is no installation of patches. You simply replace the files need above, which are only two.

Sounds vid update time, more sound effects replaced, unfortunately, I hit a bump in the road with the sampling rate, and spells like Might/Holy/Chakra/Flee, played excessively slow.Why did it resample down to 22050hz...? that's unlikely.

With the holy spell, it played slowly to much the (for some reason) slower Holy animation spell then on the psx. talk about stress.

EDIT: Got the Chakra spell fixed, (not showed in vid there). Holy and Might have been fixed, but the game engine wants to play them at a very very low volume even if I boost the audio to max!You'll still here it, just not has loudly as it normally should. That goes for both Holy and Might.

I believe you can extract it anywhere and run Memoria.Patcher.exeAnd if if the file uses AssemblyCSharp.dll it'll interfere, explains the incompatible with Hades workshop.Come on, I need a font replacement.

1: To install Memoria do I just extract the files to the FF9 root folder?

2: I'm using Meru's background mod. Will Memoria interfere?

Thanks dudes!

1: no, you extract it to any non-ff9 folder then run the patcher, then delete the folder you extracted. it will modify your original game and will replace the launcher

2: I have not tested it myself, but my mod keeps 100% of the original game files untouched so theoretically they can run in parallel without affecting each other.Edit: except if Memoria also applies audio fix - that will work in my mod too.

The first (Honestly by far the most annoying issue with the audio for me.) problem with the audio is the BGM resetting after a random encounter, rather than continuing from where it left off.

For example, lets say I'm running around the overworld. The overworld theme music keeps playing until about 0:25 into the track when I get into a random encounter. Now, in the PS1 version of the game, after I would finish the random encounter and return to the overworld, the overworld theme music would continue playing from where it left off at 0:25.

However, in the PC version, the overworld theme music resets back to 0:00 and continues playing like normal from there.

The second issue is with the audio not properly fading in and out when an audio track switches to another one. This issue isn't that big of a deal, at least for me, but it would still be nice to get it fixed.

If anyone, dclem or otherwise, could at least fix the first issue, as well as combine all of these fixes into one patch, that would fix the PC port for me and make it the definitive version!

<?xml version="1.0" encoding="utf-8"?><configuration> <startup> <supportedRuntime version="v4.0" sku=".NETFramework,Version=v4.5.2"/> </startup> <appSettings> <add key="backgroundImagePath"emr\emr.jpg=""/> </appSettings></configuration>Like that?IS there a speifc image format I should be using too?i got a 640x480 .jpg image.But its blank on on the launcher...